Pirate and AI

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    Hi ! Lot of Servers build their own pirates, and there isnt indications of how they work

    What weapons can they use ? and lock missile ?
    Can they active defensiv effects ?
    They leave auxiliary power to ON ?

    Its really important for us to know, thanks for your answer <3
     
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    They can use any weapon, lock on included. (In fact, they don't have the lock delay) Though, note, they will always trying to go to the max range of the longest range weapon currently installed on the main ship.

    They can't use defensive effects (yet)

    Aux power is default on for AI and stations
     
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    They can use any weapon, lock on included. (In fact, they don't have the lock delay) Though, note, they will always trying to go to the max range of the longest range weapon currently installed on the main ship.

    They can't use defensive effects (yet)

    Aux power is default on for AI and stations

    Does that include turrets as well?
     
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    Turrets use their max range, but the main ship will not take the max range of the turret if the weapons on the turrets have longer range.
     
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    Beware that if you give the AI heatseeker missiles then they will attack themselves. It will also lead to missile spawn if lots of pirates spawn so no heatseekers for pirates. The default Isanth Pirate also has a MM version. So even if you use just the defaults it's best to disable enemy use of this MM Isanth.

    The AI will circle an enemy target in weapons range. And that's all they will do. Do not expect them to display any other attack pattern. They also do not re target if something else comes in range. They keep attacking the original target indefinitely until it's dead. This can lead to issues with people getting pinned down in stations. They do not despawn when you logoff.

    Try to give them not to much thrust else they will circle a target at max server speed. This is very annoying and the whole fight becomes a turn turn turn as you try to get them in the crosshairs. People without lockon missiles are then in serious trouble.

    It is possible to spawn a lot of pirates. So i would not give them much if any turrets including anti missile. Because of sheer entity pressure. After a fight left over turrets still factioned to the Pirates can cause other prates to spawn.

    In the server.cfg are these two lines:

    CONCURRENT_SIMULATION = 90 //How many simulation groups may be in the universe simultaneously (performance)

    This means 90 Waves of pirates can exist on the server after that no new pirates will spawn. Any left over Pirate turret of a defeated Pirate wave also counts as 1. The game does not self clean. To keep the universe alive you need to execute the following admin command at regular intervals.

    /despawn_all MOB _unused true

    The other line in the server.cfg

    SIMULATION_SPAWN_DELAY = 420 //How much seconds between simulation spawn ticks

    This is the time between Pirate waves spawning. I strongly recommend to set this very high like 1200. This is because pirate entities ships and turrets can spawn in other waves when this timer runs out. Creating a Pirate wave storm.
     
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    I try it today... After build a big pirate... He doesnt use Auxiliary Power at all, it's not ON, so why ? Is there a command or a option ? If there isnt i have just lost few hours ><
     
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    they have a 2m regen reactor, + 17m regen auxiliary, its really simple to see, and it isnt ON, so we need to do what ?